(bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults.
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@@ -5,25 +5,30 @@ namespace Barotrauma
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{
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partial class DeformableSprite
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{
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private Sprite sprite;
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public Vector2 Size
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{
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get { return Sprite.size; }
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get { return sprite.size; }
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}
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public Vector2 Origin
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{
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get { return Sprite.Origin; }
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set { Sprite.Origin = value; }
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get { return sprite.Origin; }
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set { sprite.Origin = value; }
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}
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public Sprite Sprite { get; private set; }
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public DeformableSprite(XElement element, int? subdivisionsX = null, int? subdivisionsY = null, string filePath = "", bool lazyLoad = false)
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public Sprite Sprite
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{
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Sprite = new Sprite(element, file: filePath, lazyLoad: lazyLoad);
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InitProjSpecific(element, subdivisionsX, subdivisionsY, lazyLoad);
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get { return sprite; }
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}
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partial void InitProjSpecific(XElement element, int? subdivisionsX, int? subdivisionsY, bool lazyLoad = false);
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public DeformableSprite(XElement element, int? subdivisionsX = null, int? subdivisionsY = null, string filePath = "")
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{
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sprite = new Sprite(element, file: filePath);
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InitProjSpecific(element, subdivisionsX, subdivisionsY);
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}
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partial void InitProjSpecific(XElement element, int? subdivisionsX, int? subdivisionsY);
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}
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}
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@@ -103,9 +103,8 @@ namespace Barotrauma
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partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true);
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partial void CalculateSourceRect();
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public Sprite(XElement element, string path = "", string file = "", bool? preMultiplyAlpha = null, bool lazyLoad = false)
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public Sprite(XElement element, string path = "", string file = "")
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{
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this.lazyLoad = lazyLoad;
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SourceElement = element;
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if (file == "")
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{
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@@ -128,12 +127,8 @@ namespace Barotrauma
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Name = SourceElement.GetAttributeString("name", null);
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Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
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preMultipliedAlpha = preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true);
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bool shouldReturn = false;
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if (!lazyLoad)
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{
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LoadTexture(ref sourceVector, ref shouldReturn, preMultipliedAlpha);
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}
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LoadTexture(ref sourceVector, ref shouldReturn, SourceElement.GetAttributeBool("premultiplyalpha", true));
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if (shouldReturn) return;
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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